/*
 * ****************************************************************************
 * Copyright (c) 2013, Daniel Murphy All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are permitted
 * provided that the following conditions are met:
 * * Redistributions of source code must retain the above copyright notice, this list of conditions
 *   and the following disclaimer.
 * * Redistributions in binary form must reproduce the above copyright notice, this list of
 *   conditions and the following disclaimer in the documentation and/or other materials provided
 *   with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY
 * WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 * ****************************************************************************
 */
/** Created at 4:33:10 AM Jul 15, 2010 */
package org.jbox2d.callbacks

import org.jbox2d.common.Vec2
import org.jbox2d.dynamics.Fixture

// updated to rev 100;
/**
 * Callback class for ray casts. See World.rayCast
 *
 * @author Daniel Murphy
 */
interface RayCastCallback {
  /**
   * Called for each fixture found in the query. You control how the ray cast proceeds by returning
   * a float: return -1: ignore this fixture and continue return 0: terminate the ray cast return
   * fraction: clip the ray to this point return 1: don't clip the ray and continue
   *
   * @param fixture the fixture hit by the ray
   * @param point the point of initial intersection
   * @param normal the normal vector at the point of intersection
   * @param fixture
   * @param point
   * @param normal
   * @param fraction
   * @return -1 to filter, 0 to terminate, fraction to clip the ray for closest hit, 1 to continue
   * @return
   */
  fun reportFixture(fixture: Fixture, point: Vec2, normal: Vec2, fraction: Float): Float
}
